:maps_ids : a list of maps ids where will have effect, in any other map it wont.:max_enemies : to control the challengue. the max enemies to create.:mix_enemies : to control the challengue. the min enemies to create. The number of enemies is generated randomly with this range.

You have configurated the maps where it happens and the number range, but whatabout the enemies types?

To do that you have to add a enemy encounter in a map thats in the maps_ids list,for example, in the map 2. When that combat starts, the number of enemies will appear in a random way.

Note that normally all the enemies have the same % to appear in a combat, but youcan changue that using the :enemies_appear option.

:enemies_appear => [[1,3, false,false], [4,5, false, false], [5,8, false, false], ],Using this, you configure the % of appearance of each enemy, and also some of hispartydefined attributes like immortal(cant dead) and invisible.

[1,3, false,false]Enemy id, % appear(1 to 10), invisible, immortal. Set false to true to make that the enemy have these options.

Anyway if just dont need that, make it =>false and they will have the same probabilities.

------ENEMIES POSITIONS---------

As the number of the enemies are random, you cant use the positions in the database normally. You can define a set of enemy positions for each troop, in order,to the max of the rpgmaker thats 8.

You can have some troubles with enemies only using a enemies positions list for all of them, thats why each troop can define his own positions.

To define the default enemies positions you have to go to troop n1 in the databaseand set any up 8 enemies(or the max you will use) in the positions you like. The scipt will use these in the same order and for all enemies.

To define defined enemies you have to add this line to a troop::defined_positions => 4,instead of false.

Then it will work like the default troop in database, but with troop id=4 this time.Make the same thing.

-------USING THE DEFAULT WAY---------

If you go in a combat that havent defined a troop in this script, that will be loadedlike a normal one, using the database.

#==============================================================================# ** Game_Troop#------------------------------------------------------------------------------# This class deals with troops. Refer to "$game_troop" for the instance of# this class.#==============================================================================

end #p roulette # If roulette size is 0 means that no map have been found for this effect. # Then uses the normal way if roulette.size == 0 #p 'normal' troop = $data_troops[troop_id] for i in 0...troop.members.size enemy = $data_enemies[troop.members[i].enemy_id] if enemy != nil @enemies.push(Game_Enemy.new(troop_id, i)) end end

LosZapatos

Script 'Random Enemies Parties' line 223: ArgumentError occurred.wrong number of arguments(2 for 7)

Anything I'm doing wrong? And does the troop1 above :maps_ids mean anything particular? (I think I understand that :defined_positions represents the troop id in the database for how the enemy(ies) will be position and looks)

Random_enemies = { :troop1 => { :maps_ids => [1,2,3],

Logged

TheMajesticYak

I'm having real problems getting this script to work once I add a second enemy troop set. I have two maps, map 6 is the main map and map 2 is submap (a cave on map 6). Map 6 has troop1 as the only random encounter and Map 2 has troop2 as the only random encounter. Here is how I have the troops in the class:

module Wep Random_enemies = { :troop1 => { :maps_ids => [6], :enemies_appear => [[1,8, false,false], [2,5, false, false], [3,3, false, false], ], :defined_positions => 1, :max_enemies => 5, :min_enemies => 1, }, :troop2 => { :maps_ids => [2], :enemies_appear => [[1,5,false,false],[5,4,false,false],[6,2,false,false],[7,3,false,false],[8,3,false,false], ], :defined_positions => 2, :max_enemies => 5, :min_enemies => 1, } }endThis works fine on map 6 when I only have troop1 defined. I will only get random groups from 1-5 monsters in the positions I set for troop1 on the database tab for troops. Once I add the definition for troop2, the random encounters on map 6 get all messed up. I will now get as many as 8 monsters, and it will use positions from BOTH troop1 and troop2. It's almost like it is trying to run both troops on map 6. Although I will get up to 8 monsters, it never uses monsters 5,6,7, or 8, which are only defined for troop2.